Move minds, roles, jobs and objectives to shared (#19679)
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@@ -1,5 +1,4 @@
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using Content.Server.Mind;
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using Content.Server.Roles;
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using Content.Shared.Mind;
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using Content.Shared.Roles;
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using Content.Shared.Store;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
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@@ -28,12 +27,12 @@ public sealed partial class BuyerAntagCondition : ListingCondition
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public override bool Condition(ListingConditionArgs args)
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{
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var ent = args.EntityManager;
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var minds = ent.System<MindSystem>();
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var minds = ent.System<SharedMindSystem>();
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if (!minds.TryGetMind(args.Buyer, out var mindId, out var mind))
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return true;
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var roleSystem = ent.System<RoleSystem>();
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var roleSystem = ent.System<SharedRoleSystem>();
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var roles = roleSystem.MindGetAllRoles(mindId);
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if (Blacklist != null)
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@@ -1,6 +1,6 @@
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using Content.Server.Mind;
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using Content.Server.Roles.Jobs;
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using Content.Shared.Mind;
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using Content.Shared.Roles;
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using Content.Shared.Roles.Jobs;
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using Content.Shared.Store;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
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@@ -30,13 +30,13 @@ public sealed partial class BuyerDepartmentCondition : ListingCondition
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var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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var ent = args.EntityManager;
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var minds = ent.System<MindSystem>();
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var minds = ent.System<SharedMindSystem>();
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// this is for things like surplus crate
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if (!minds.TryGetMind(args.Buyer, out var mindId, out _))
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return true;
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var jobs = ent.System<JobSystem>();
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var jobs = ent.System<SharedJobSystem>();
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if (jobs.MindTryGetJob(mindId, out var job, out _))
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{
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if (Blacklist != null)
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@@ -1,6 +1,6 @@
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using Content.Server.Mind;
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using Content.Server.Roles.Jobs;
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using Content.Shared.Mind;
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using Content.Shared.Roles;
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using Content.Shared.Roles.Jobs;
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using Content.Shared.Store;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
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@@ -27,13 +27,13 @@ public sealed partial class BuyerJobCondition : ListingCondition
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public override bool Condition(ListingConditionArgs args)
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{
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var ent = args.EntityManager;
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var minds = ent.System<MindSystem>();
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var minds = ent.System<SharedMindSystem>();
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// this is for things like surplus crate
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if (!minds.TryGetMind(args.Buyer, out var mindId, out _))
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return true;
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var jobs = ent.System<JobSystem>();
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var jobs = ent.System<SharedJobSystem>();
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if (jobs.MindTryGetJob(mindId, out var job, out _))
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{
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if (Blacklist != null)
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